Oh god...why are you here?

Oh hi there.

Well, if you're here I guess you want to try and be a better Sivir or at least find a build that will help you do better. Hopefully I can help.

Sivir is one of the oldest and often "noob" labeled heros in the game. She can be both easy and hard to play, often easy against poor players and more challenging against better players. She relies on moderate output to drop enemies and mobility and long range spells to stay safe. Better players already know her tricks, so landing hits can become difficult. When I play against a Sivir, I don't much worry about her. You avoid her Boomerang and either outgun her, out defend her, or stay out of range of the Ricochet bounces. As a Sivir player, you must expect the same thinking. People will look for the Boomerang and often avoid it. People stay out of distance of the Ricochet when they can. People also may stack armor and/or magic resist to defend against you or in cases be aggressive and outhit you. In the end, you need to work around their expected counter.

What should you do?

It's all about understanding the basics, both in how Sivir works and how you can control the battlefield and fighting. I will go through some details and build suggestions to get the most out of Sivir.

I'd like to give a big thanks to rawpower405 for his "Sivir - Unfortunately, Underrated and Underused." It's a good guide that got me back into using Sivir after a lengthy hiatus. His Sivir 2.0 build is a very good package for Sivir and rawpower405 goes through a lot of the basics of how to use Sivir.

I want to discuss my own point of view though. I have since stepped away from his build path, and I've sort of gone my own way. I am writing this guide to show you some basic mechanics of Sivir and another point of view on building and using Sivir in fights.

Abilities

This is a great tool for Sivir to help get into and out of fights less scathed and has become a bit of a specialty since the Phantom Dancers no longer provide dodge. I like to include Evasion and Nimbleness Masteries as part of my build to aid the dodge benefits as well as gain the 10% bonus from Nimblenss.

A Ninja Tabi can be of additional benefit for another 12% dodge topping out at 39% total dodge while moving if another set of boots isn't preferred. For a heavy physical team, the Ninja Tabi is a great buy, but for moderate spell spam and especially a stun team, a Mercury's Treads is far more useful and we still retain 27% dodge and the 10% move speed bonus.

Sivir hurls her crossblade like a boomerang, dealing 60-280 (0.75 x AP + 1.0 x AD) magic damage to the first unit and 10% reduced damage to each subsequent target.

This is an awesome harassment tool for Sivir. Good players can dodge this relatively easily though, so it does take some creativity to land blows repeatedly. It is more beneficial to focus on attack damage rather than ability power due to the scaling. The largest single gain item however is a Rabadon's Deathcap which adds 151 damage to the Boomerang. Secondary leaders include the Hextech Gunblade and Guinsoo's Rageblade which add 116 and 105(with 8 stacks) damage to the Boomerang respectively, more with the inclusion of Rabadon's Deathcap at 133 and 126(with 8 stacks) respectively. The gains in life steal and spell vamp can be beneficial for lasting power when using the Hextech Gunblade. The Guinsoo's Rageblade offers a little more AP and does offer up to 32% more attack speed, however Sivir can already reach the 2.5 attack speed cap using On the Hunt. The immense affordability of the Guinsoo may outweigh the Hextech on a budget, but the Hextech's smaller parts can provide the spell vamp and lifesteal gains without yet stepping to the full Gunblade.

Other items will add to Boomerang damage, but the above 3 add the most. I advise getting Rabadon's Deathap as it is both the highest single item gain as well as adds the 30% bonus to other items and for the 0.75 modifier gives 22.5% more damage from any AP item.

So for a fully leveled bounce, you are outputting 329% of your damage. For a low base damage of 104, you can output a total of 342 damage with a single throw. Combine this with a high attack speed of 2.5, we end up with a whopping 855 damage per second with zero items.

As for items to aid Ricochet, we would assume attack speed is a big deal. If we want to tear through waves of creeps and groups of heros, this can be a big deal. Sivir does start with 1.06 attack speed to begin with plus On the Hunt offers up to an additional 90% gain for 2.01 attack speed with no items, no mastery bonuses, no rune bonuses. In fact, with On the Hunt alone, all we really need to hit to achieve the 2.5 attack speed cap is 1.32 attack speed and we can exceed this solely through adding the Alacrity and Ardor Masteries and stacking Alacrity Runes. This will get us 1.38 attack speed which with On the Hunt will let us reach our 2.5 attack speed cap with zero items. As well On the Hunt is a 15 second long spell giving us this 2.5 speed through the duration of any fight.

Creates a magical barrier which blocks a single enemy ability used on Sivir. Lasts up to 3 seconds. If an ability is blocked by the shield, Sivir regains 150 mana.

There's nothing fancy about this ability. It blocks one spell.

Is it useful? Hell yeah!

With a significant amount of the danger you face revolving around spell casts, this can be a huge deal. It is also a big deal when laning against certain annoying enemies, say a Gangplank who wants to Parlay you all day long.

Often it is helpful to double up on this awesomeness and add a Banshee's Veil. Frankly, it's just plain useful to have two spell shields.

***WARNING*** do NOT cast spell shield when your Banshee's Veil is active. You will use up both together on the one hit which is :( The game isn't smart enough to use only one or the other so be careful. Always let the Banshee's Veil take the first hit THEN hit your Spell Shield ability.

I also enjoy building a relatively magic resist Sivir. The Banshee's veil aids this, but so do other items including the Hexdrinker, Mercury's Treads, and others that can prove to be helpful aids in addition to flat out blocking spells. The Hexdrinker pretty much adds a 3rd small shield to the mix which can be a savior.

The Banshee's Veil and Hexdrinker alone gets Sivir to 110 magic resist. I do like to get to 150 to 200 to really max out the benefits although the spell shields do prevent a lot of the bulk damage. Above this point, the gains get pretty minimal where an additional big item only gains a few percent more resistance. Also with the complete spell blocks, you can focus on grabbing some armor like a Thornmail for the physical hitters.

What can I say, it's a good ability. Level it when you can and use it to take down towers, and in enemy fights. It's not only helpful to you and critical for you reaching the 2.5 attack speed cap but you also help out your entire team in both move and attack speed, up to 45% for allies. In a fight, this can be huge for both taking down enemies and chasing down the stragglers.

The core concepts

This build revolves around 2 main areas of focus: magic resist and movement speed.

Why magic resist?

Well, the majority of annoyance in this game is magic spam, many direct hit and area damage that often can not be avoided if you want to actually be farming or in the fight. You simply have to be able to take the hits.

The ability to get into fights, take the cheap shots, and get out of fights and avoid damage is just as useful as being able to stand in a fight for the long haul. It's always better if you can get in, output damage, and get out before anyone can retaliate. Free hits are always good hits. As well move speed is deceiving. All you really need is a little bit more than the enemy, and they will happily chase you around all day long while never landing a hit. You can farm, push, and get away. You can often promote retaliation from enemies in group fights or kiting them and making them vulnerable to team attack while you remain relatively safe just out of reach and sharing in the fun with Boomerang and Ricochet. Never underestimate the power of speed!

Master of the universe? Maybe not.

My mastery setup revolves around durability and attack speed running an 8-21-1 build with specifics to attack speed using

[mastery=Alacrity]
[mastery=Ardor]

and the full defense gambit including to help with get away ability.

[mastery=Evasion]
[mastery=Nimbleness]
[mastery=Haste]

The choice for Deadliness or Cripple really doesn't matter much. Pick a mix of either however you want. Really we're only trying to get to Alacrity.

Since I am focusing on movement speed, there is the idea of running down utility to get Quickness, but it unfortunately is only 3% and a whopping 15 points just to get you there. The single point to Haste for Ghost is good enough, plus we always have On the Hunt to rely on too. I just prefer to invest towards attack speed gains and overall durability by filling out the Defense section.

Does your rune chain hang low?

Oh boy! Lots of choices...

I know, I know, we have our favorites. We have our awesome mixes. THIS...may not be one of the, BUT it is tailored towards the key abilities of Sivir. This rune setup is simple but purposeful. The goal here is to maximize what we want from Sivir, in this case attack speed and movement speed.

Attack Speed

One basic goal for attack speed is to be able to reach the 2.5 attack speed cap when using On the Hunt. It turns out all we need is 1.315 attack speed to reach 2.5 when we get the 90% gain from On the Hunt, so our goal is to hit that 1.315 mark. It turns out we can combine our Rune book plus Masteries to reach that 1.315 goal.

It turns out with this Mastery and Rune package, we squeak right to the 1.315 attack speed goal almost exactly. Once we pop On the Hunt, we're up to the 2.5 attack speed limit. This package lets us max out attack speed with zero item contribution and lets us then tailor our item package to other goals.

Move Speed

The goal here really isn't an all-out blitz on speed. Really all we seek is that ever so slight advantage over the enemy to make sure they can never touch us running away nor can they ever quite avoid us running them down. All we really need is a slight advantage. Since our attack speed goals do not need Quintessences, we can use those for movement speed. The gain is small at 4.5% but it's the advantage we want. We also make use of the Ghost and Nimbleness Masteries as well as our On the Hunt spell to aid our standard boot item to round off our mobility package.

The Swiftness Quints with a standard pair of +2 boots gives us a healthy 398 movement speed. Even without boots, the Quints offer us a little added gain up to 324 to help counter the range hero movement handicap that the great masters of LOL have bestowed on the ranged heros. It basically keeps you slightly ahead of the game throughout the build versus your enemies.

Ye gods are watching

I freaking love teleport. You can push the map HARD and it provides clockwork times to go back and buy new items without missing a beat. I feel this is the most underused spell in the game. It has power in farming efficiency with zero delay of game going to spawn and back to the fight. It has pushing efficiency in being able to walk down one lane and instantly pop across the map and push another. You can hop right into fights or hop out of bad situations. You can pop in and grab a tower when the other team isn't paying attention. With a well placed ward or shroom in the bushes, it even becomes a ganking tool. Sivir's a lane runner. Teleport's a pretty obvious choice.

Ghost on the other hand may be up for discussion. Really we can pick a lot of things. I'm sticking to Ghost because I want the move speed. The Mastery point to Haste also makes this spell extra potent with that extra 6% bump at the start. Along with On the Hunt, you're almost ungankable and pretty much no one can outrun you. Plain and simple Ghost gives you flexibility.

How to blow gold faster than a bad weekend at Vegas

The item build progression should suit Sivir's capabilities. From above we do see there are certain key items that would should be focusing on. For early game I do like to pick up a few key base items that will transition into the larger products that we want to end up with.

I enjoy this combination for magic resistance performance. The Mercury's Treads offers duration reduction to slows and stuns while Sivir's Spell Shield, the Banshee's Veil's spell shield, and the Hexdrinker's 300 magic resistive shield offers outstanding resistance to a formidable onslaught of magic attacks. You have the option of also adding a Force of Nature if absolutely necessary but there is a law of diminishing returns as you stack resistance further. It actually becomes better to stack health like a Warmong's Armor at this point if you're really looking to resist a high amount of burst damage and stack life steal will provide better lasting power. In otherwords, you sort of stop here for anti-magic. Grab the gains from the items and then move on to other things.

Anti-Physical

There isn't much better than a Thornmail. If rushed early game against physical enemies it can make you pretty godly. Again, there is diminishing returns as you stack armor. Sivir naturally has a decent amount and these two items already brings it to over 200 which is more than enough. Again, any additional resistance should be done via health, not more armor. If you want to take the hits better, start assembling a Warmong's Armor. Really, Sivir should be played as a distance character, so health stacking really shouldn't be happening. In reality, you want to work on damage output. This is all you should ever need for armor against physical hitters.

Boomerang Betty

+ + ... or (optional) (optional) (optional)

The remainder of your item spots should step through in this manner. The Rabadon's Deathcap is the single greatest gain for your Boomerang ability. Heck you could keep getting Deathcaps if your hero also wasn't such a powerhouse figther too. Because you want to be more than a one trick pony, it's advisable to start applying Hextech Gunblades. This gives you nearly the Boomerang damage gains but also aids your physical attacks and Ricochet. The Gunblade also provides spell vamp so you can use Boomerang as a healing tool too which in itself is quiet awesome, damage plus healing, LOVE IT!

You will need some regen if you intend to go as a spammer. The Archangel's Staff is the best regen item in the game. The Archangel's Staff is also worth around +50 Boomerang damage over the Manamune although giving up a slight loss to Ricochet damage. It can be useful to stack both if you have the space for it and can forgo some resistance or a Hextech Gunblade. You'll never run out of mana and you get additional regen gains from the Strength of Spirit Mastery. If you are going to be a rather pure Boomerang spammer, I would also swap out the Mercury's Treads for the Ionian boots. They're the cheapst cooldown reduction item in the game, and if you stay at a distance, you really won't need any other type of boots. A Nashor's Tooth is the second most cost effective cooldown reduction item in the game and combined is the most cost effective 40% reduction package available. If you really want to be a one trick pony, it might as well be a fast trick.

If you see the enemy stacking magic resist, the Void Staff becomes a very beneficial tool to retain potency. You still get +68 Boomerang damage from the Void Staff plus a potentially sizable increase from the penetration. For a reasonably defensive enemy, this can amount to another 50% spell damage. A 200MR enemy = 70% reduction, 30% hit. The Void Staff drops their resistance down to 40% so now 60% gets through, double what you were doing. That Void Staff effectively becomes worth 150, 200, or more magic damage between you and the tanky enemy. For enemies that don't stack magic resist, it is still more beneficial to keep adding Hextech Gunblades.

Bouncing Betty

or (optional)

Ricochet relies on both attack damage and attack speed. With this build we really don't need any additional speed. However, we do want to up damage. The highest raw damage items we can grab are Bloodthirsters. We top out at 100 damage per Bloodthirster. The Bloodthirster also adds to our Boomerang at + 100 magic damage. The choice between Bloodthirster or Gunblade comes down to spell vamp and the slight overall gain on Boomerang from the Gunblade. The Last Whisper might become necessary when the enemies start stacking armor. Similar to above, the choice in picking a Last Whisper versis a Gunblade or Bloodthirster will come down to how much armor the enemy has. A good rule of thumb is once they hit 150 to 200 resistance, add a Last Whisper.

All-purpose

or

This is a general, all-purpose build. It offers a moderate resistance package plus hitting power. The Manamune is useful for mana regen if you intend to spam the Boomerang. The Hexdrinker offers a little more magic resist and a 3rd shield which can certainly save your butt at times. I feel either route is good, but each provides their own certain advantages. The choice not to include the Rabadon's Deathcap comes down to that it only helps the Boomerang but does nothing for physical attacks and Ricochet. From a generalized standpoint, you are better off adding the second Hextech Gunblade. You get 3 spell shields, medium magic resist, and moderate armor resist along with 30% return damage to your attackers. This makes you quite hard to hit. You are still throwing a 600 damage Boomerang and a single attack with 5 bounces still accumulates to around 850 total damage. With On the Hunt, you're still outputting around 2000 damage per second to a group of enemies with just the two Hextech Gunblades. You have 40% lifesteal to last well in a fight as well as outpace a Thornmail. You also have 40% spell vamp which offers about 250 health regen per Boomerang throw.

P.S.

If the game is longer than 40-50 minutes, you should have finished your build. At this point you might simply be waiting around for your team (or theirs) to end the game. Don't forget to grab consumables! They're that extra boost at the end of the game freely available to you. You're not spending the money on anything else anyways. Buy as needed to keep them going. Basic farming provides more than enough gold.
[item=Elixir of Agility] Elixir of Brilliance Elixir of Fortitude

Battle tactics

Sivir's greatest benefit lies within her flexibility. She is a natural hybrid character outputting both a mix of physical and magic damage. She naturally has great speed and attack prowess with On the Hunt, Ricochet, and a very long distance Boomerang with a fast cooldown. She has natural durability with Spell Shield and moderate dodge chance. The key to using her well is understanding how to be most effective with her abilities.

I feel it is best to break down fighting by range since we need to understand what we should do coming into and out of fights. A person needs to be familiar with what they should be doing when it is appropriate.

Long Range Tactics (+600 distance):

Sivir has an uncanny ability to be in the fight without ever being in the fight. Her Boomerang ability offers an expansive 1200 range and can be used with a very high level of safety. The standard goal of Boomerang is to harass. We flex our range prowess by sniping at the enemy from a distance, and they have no real chance for retaliation. Their only move is to avoid or get hit. Boomerang has a very short cooldown of just 9 seconds and with 40% spell reduction, this can be dropped to a scant 5.4 seconds. With the ability to get output damage around 800 to 1000 with relative ease, this makes Boomerang a deadly tool that's realistically capable of a solid 200 dps against anyone you can reach and consistently hit. The only real downsides are the rapid mana consumption and the relative ease of avoidance by a watchful enemy.

The effectiveness of Boomerang comes down to how well you throw. Really, your ability to use this spell consistently makes or breaks the usefulness.

Spam the group
In group fights, enemies are often too preoccupied with teammates to watch and avoid your hits. This lets you play a very easy support role as a magic spammer. It is an incredibly safe position to play although it moderately limits your assistance in the fight. (negating physical attack and Ricochet)

Solo fighting
When targeting individual heros you will often find the enemy very watchful of your skill and will be quite ready to side step your throw. To retain functionality, you need to watch the movements of the player. Try to throw ahead of them. If they are stationary, how do they react to your throw? Do they back up or side step? If they side step, is it most often to the same direction? Read your enemy. Learn to anticipate their movements. The better you get at this, the more times you will land a successful hit. I often like to stay relatively mobile when creeping. I like to keep moving around so the enemy really is uncertain of my actions. As well, it promotes the appearance of a relatively active as well as aggressive enemy (even if you really aren't) to them which they are more naturally going to take a defensive stance towards. This alone offers you a little more operating freedom. Throw the Boomerang from different angles and not at a regular pace or expected situations. Retaining a relatively random nature throws off the enemy's ability to read and plan against your actions.

There's aways farming
If all else fails and you simply can't hit the enemy, feel free to use Boomerang as a farming tool. Long range farming is safe farming. Boomerang isn't very good for farming for the first couple levels, but once you get it leveled up, it will start cutting through the creeps quite easily. The Boomerang can be very vital for generating gold against very aggressive and dangerous enemies. In some cases it is your only option.

A note on Ricochet
I want to include the Ricochet in this long range section because it can offer rather lengthy attacks. Ricochet naturally prioritizes enemy heros now, so you can engage an enemy hero that is farther than 600 range by attacking distant creeps. The higher the level, the more bounces you get and the greater distance the Ricochet will traverse to the eventual hero hit. As long as the enemy is willing to stand near their creeps, Ricochet will land a multitude of cheap shots against him without you ever directly engaging the enemy. Against creep crowding, aggressive enemies, you also have the option to hit and run. Wait for a creep to pull ahead of the blocking hero, run up and toss a single hit on that creep, then run back. You won't go into attacking range of the enemy and Ricochet will do its part to make its way to a hero hit. Repeat the effort as much as you can get away with. Be as aggressive as you can to keep the damage output going. Over time, you will be able to output a reasonable amount of damage to creeps and enemies with little ability to retaliate short of the enemy blatantly standing out in front of the creep wave and blocking access completely. At that point, you can always step back to Boomerang and harass.

Now we're getting into the meat of things. This is where Sivir becomes vulnerable. At the same time Sivir also becomes significantly more deadly. This is the proverbial double-edged sword. Physical attacks and Ricochet effects become major factors. This type of fighting tests both Sivir's defense and attack power.

Initiation
If you end up stuck this close, my greatest suggestion is to start out buy toughing it out. Attack and attack hard. If you're this close to an enemy it's because you walked up to engage or they out ran you or ganked you. At this moment, you always have Ghost, On the Hunt, and Nimbleness bonus for escape tools. On the Hunt is a long 15 seconds, so start that once you begin the fight.

Winning fights is all about total damage output. If you run, it's zero damage. If you hesitate, it's a period of zero damage. The only way to kill is to output damage. This means you engage without question and fight hard.

Throw Boomerang. At 400 range, the enemy really can't avoid it. Even if they want to side step the throw, they are forced to stop attacking you. This is win-win either way. Ricochet can be on or off depending on if you want to conserve mana, work down creeps, or spam other enemies in the mean time. Watch for spells and anticipate their use. Spell Shield will be ready to counter major spam and fight changing spells like stuns. Be ready to use Spell Shield always. It will often save your life.

Fight progression
As the fight progresses, you will be able to gauge if you are winning or losing the battle. If it's a win, stay in and finish it. If he runs, Ghost if needed and run him down. If you are losing, pop Ghost and bolt. You will commonly still be within the 15 seconds of On the Hunt and might even have Nimbleness triggered. Your move speed is high and outpaces the enemy. This means you can get away fast if needed and avoid a death.

Retaliation
As you retreat always understand that you can simply step out to a long range distance and begin Long Range Tactics. There is never a need to completely leave the fight if there is no immediate danger. Even if you are at low health, you can still harass the enemy in solo or aid teammates in team fights. If enemies change targets, I will often go back into a fight.

Sivir is about range. Much of her advantage is in her ability to keep distance and harass the enemy. However, you won't always have that benefit, especially with fast runners (Yi, Rammus, Udyr) or jumpers (Panth, Renekton, Shen). Many times enemy heros can close the distance and get right up on you. Much of the tactics against this type of attack is done via the defensive build using Thornmail, Banshee's Veil, and your Spell Shield. Much of the fighting is just the same as Attack Range Tactics. It's still about total damage output. Pop On the Hunt, have Ghost ready if need be, and try and time Spell Shield well. It is still advisable to cast On the Hunt for attack speed and the later chance to run. Ghost is still there as is Nimbleness if you have to make a break for it.

Melee distance challenges
Unique challenges with melee range fighting include the increased difficulty to time Spell Shield, making good use of your Boomerang, and overall safety. Ranged spells mostly have projectiles and time involved to reach you. This provides ample time to see and react to the cast. Melee heros spells reach you significantly quicker, and it is far harder to use Spell Shield effectively. Often you rely on Banshee's Veil to do the automatic pick up of the first spell. Then you have the option to wait and cast your Spell Shield when you are most vulnerable or when you expect a cast from them. It lasts only 3 seconds, so your timing needs to be good. It is often good to cast it near the end of a fight right before you kill him or right before you intend to run. This can help prevent that last big hit (Garen's ult) or a stun (Sion, Taric, Rammus) that might prevent you from getting away. Boomerang is instantly effective on the cast but an enemy has a long time to side step the return hit. Either way it is still win-win for you as you either get both hits or he is forced to stop attacking and side step the return.

Distancing yourself
You have an option at the start of the fight to try and create distance. You can cast On the Hunt and Ghost as needed to try and get yourself back to Attack Range Tactic or Long Range Tactic fighting and simply avoid the standoff to start with. You will likely take some extra hits with no benefit on your end for damage output. If unsuccessful, this immediately puts you at a disadvantage in the eventual fight. However, you will often be able to gain the distance and turn back to the offensive after building that spacial safety. The choice may come down to if you think you can kill him from the start. If you can win, stay and just finish the fight. If you know you can't win, create distance as early as possible to create the advantage. From that point you can decide to re-engage or retreat.

If you are not the target, you are not in danger
Even if enemies surround you, if you aren't their target, attack. So few people understand this concept, and it helps make any hero significantly more deadly in a team fight. In most fights only one or two guys get group targeted. Even surrounded by enemies, you need to know when you are in danger and are NOT in danger. Everyting is about total damage output. With Sivir this is especially important because a lot of the overall damage dealt in a team fight will be from you. Your Boomerang will hit many and Ricochet will spam everyone. You want to attack as much as humanly and safely as possible. This is partially why I stack Banshee's, Hexdrinker, and Thorn. These are protective items that lets you get into the thick of things and keep dealing damage. In some cases you are in crtiical danger, say 3 or 4 enemies group targeting. This is when you run. If just one is spamming you, you're better off fighting and supporting the team aspect of the fight.

Crowd control
Make use of your move speed. You have On the Hunt and Ghost to vastly outpace the enemy. In team battles this means you can run right in, spam, agro enemy heros, and run away to make easy prey for your team. Repeat this process several times during the battle. They will target you because of your danger to them but quickly drop once they realize they can't actually catch you. Repeating the process disrupts their fighting and leads to a moderate reduction in their overall damage output to your team. As well, you have useful tools like Spell Shield and Banshee's Veil to agro large spells from your enemeies and harmlessly deflect them. This reduces damage to your team and helps tilt the fight in your favor.

Durability
Much of what allows a hero to engage and support a fight is lasting power. You need to have the ability to go in, get hit, and shrug it off. Glass cannons are neat against noob teams, but in real fights, we always need to incorporate some level of protection. That's why this build revolves around layers of shielding, moderate magic resist, and moderate armor with return damage. We want to be able to walk into the middle of the fight and hurt people without instantly dying. I often focus on the defensive aspects of my build first. Yes, you won't get kills as easy without damage first, but you will be able to tough out most situations and that builds in greater flexibility and usability for the hero. The durability approach has one grand benefit. Sivir as an enemy is always seen as squishy. You will often be hunted, chased, and targeted first. Building moderate durability and durability early allows you to play the weakling role and absorb a sizable portion of the attacks in a team fight. This really frees up your team for safer fighting while luring the enemies attacks to you the durable "weakling." This gives you the ability to initiate fights and act as the tank, and it can be used as a tool for kiting the enemy with your "vulnerable" hero to waiting teammates. The illusion of weakness is a powerful tool, a delicious and often irresistible morsel for the enemy.

Final Comments

Well, thanks for reading through my guide. I do see it as a work in progress and intend to evolve it as things change.

This build revolves largely around the mechanics of Sivir as a hero and what fits her well. There is always personal preference though, and a game like this offers an immense amount of flexibility. The goal here was to give you some insight into Sivir the hero and the basics about her design as a hero and what items fit that design.

I do intend to expand this guide a little further including some gameplay information specific to Sivir. She's a pretty versatile unit, and there's a lot that can be covered. I haven't decided on what I want to talk about yet, so it's currently left out at this time.

I do appreciate feedback and user comments. I enjoy continuous improvement.